Jim3535 Posted February 12, 2014 Share Posted February 12, 2014 Ok, some more data from my experimentation. I can't edit my post since it's not moderator approved.Uninstalling KSO reverted stock pods to their normal look (before RPM). Reinstalling RPM restored functionality to RPM in stock pods, so something about KSP screws up the RPM installation. Link to comment Share on other sites More sharing options...
Tassyr Posted February 12, 2014 Share Posted February 12, 2014 Hey, I have a random question- how hard would it be to put scientific data into this? Like the temp/grav/accel/barometric readings on a display? I know it's kinda useless ingame but it might be cool to see! Link to comment Share on other sites More sharing options...
DasBananenbrot Posted February 12, 2014 Share Posted February 12, 2014 Ok, some more data from my experimentation. I can't edit my post since it's not moderator approved.Uninstalling KSO reverted stock pods to their normal look (before RPM). Reinstalling RPM restored functionality to RPM in stock pods, so something about KSP screws up the RPM installation.Maybe the messed with the rpm folder so people who want to play with kso don't also automatically have rpms in Stock capsule (some people maybe don't want that) Link to comment Share on other sites More sharing options...
kiwiak Posted February 12, 2014 Share Posted February 12, 2014 Hey, I have a random question- how hard would it be to put scientific data into this? Like the temp/grav/accel/barometric readings on a display? I know it's kinda useless ingame but it might be cool to see!I woudl like something like that too. Link to comment Share on other sites More sharing options...
Mihara Posted February 12, 2014 Author Share Posted February 12, 2014 I don't think there is a switch to disable it. I can add in an option to disable it once I get back home later this week (if I don't forget, or if Mihara doesn't already have an option).Just committed that one. I pushed back the release of 0.15 two weeks in a row, though, mosty because I spent much of this time sick. HELP! RPM only loads on the KSO shuttle cockpit but in stock cockpits it says "RasterPropMonitor: INITALIZATION ERROR, CHECK CONFIGURATION."Ok, some more data from my experimentation. I can't edit my post since it's not moderator approved.Uninstalling KSO reverted stock pods to their normal look (before RPM). Reinstalling RPM restored functionality to RPM in stock pods, so something about KSP screws up the RPM installation.Maybe the messed with the rpm folder so people who want to play with kso don't also automatically have rpms in Stock capsule (some people maybe don't want that)This is essentially the case -- KSO probably includes modified interior patches without actually including the stock RPM display configuration files. Installing the stock RPM distribution over KSO with overwrite should fix it, but you should complain about that to Nazari/helldiver instead.Hey, I have a random question- how hard would it be to put scientific data into this? Like the temp/grav/accel/barometric readings on a display? I know it's kinda useless ingame but it might be cool to see!Not too hard, no, after all, there's already a PODTEMPERATURE variable and there are variables related to atmospheric pressure and acceleration.What's not covered yet? Link to comment Share on other sites More sharing options...
Mihara Posted February 12, 2014 Author Share Posted February 12, 2014 yep. sure as hell doIn case of problems, you need to post your KSP_Data/output_log.txt -- ksp.log is not really sufficient. Link to comment Share on other sites More sharing options...
Commissar Posted February 12, 2014 Share Posted February 12, 2014 In case of problems, you need to post your KSP_Data/output_log.txt -- ksp.log is not really sufficient.https://www.dropbox.com/s/nx5t6w3yodbfnbk/output_log.txt Link to comment Share on other sites More sharing options...
HoneyFox Posted February 12, 2014 Share Posted February 12, 2014 Hi, I want to know if there's any kind of limitation of total count of MFDs, MFD buttons, etc. Because I've just encountered a problem that some of these MFDs are not responding to user input (i.e. clicking buttons), some still works normally and some MFD has part of its buttons working while the rest don't.I've installed RPM, Hyomoto's MFD mod, EIMFD written by myself, VesselViewer by PeteTimesSix, and IVA-ProbeControlRoom by Tabakhase ...And now I have over 20 MFDs when I'm in a 3-man pod: 11 MFDs inside the pod and IVA-ProbeControlRomm provides extra MFDs (about 10+ MFDs), so perhaps it reached some limit? Link to comment Share on other sites More sharing options...
Tassyr Posted February 12, 2014 Share Posted February 12, 2014 Question. How easy is it to edit these things on your own? I'm trying to add that docking cam that's MIA, and the temp/press/grav/accel thing I proposed, just to see if I can learn this stuff. Any ideas? Link to comment Share on other sites More sharing options...
HoneyFox Posted February 12, 2014 Share Posted February 12, 2014 Question. How easy is it to edit these things on your own? I'm trying to add that docking cam that's MIA, and the temp/press/grav/accel thing I proposed, just to see if I can learn this stuff. Any ideas?For simple information display, I think it's simple, just edit the .cfg to create a page for that. For complicated things like interactive menus, graphic interfaces, you might need to write a plugin for it. Link to comment Share on other sites More sharing options...
Mihara Posted February 12, 2014 Author Share Posted February 12, 2014 https://www.dropbox.com/s/nx5t6w3yodbfnbk/output_log.txtI'm not sure if that is really the problem, but my best guess is that you're using ModuleManager version 1.3, seeing as how that was the last version that came in a file named without a version number. (Later versions are made to survive multiple copies scattered across GameData -- they vote and only the highest numbered remains running.) RPM's patches require syntax additions introduced in version 1.5.6 to work -- please use the DLL provided in the package and get rid of the old one.Hi, I want to know if there's any kind of limitation of total count of MFDs, MFD buttons, etc. Because I've just encountered a problem that some of these MFDs are not responding to user input (i.e. clicking buttons), some still works normally and some MFD has part of its buttons working while the rest don't.I've installed RPM, Hyomoto's MFD mod, EIMFD written by myself, VesselViewer by PeteTimesSix, and IVA-ProbeControlRoom by Tabakhase ...And now I have over 20 MFDs when I'm in a 3-man pod: 11 MFDs inside the pod and IVA-ProbeControlRomm provides extra MFDs (about 10+ MFDs), so perhaps it reached some limit?There is no builtin hard limit of any kind. It is not impossible that there's some kind of hard limit on the number of components in IVA spaces imposed by KSP itself, but I've yet to find it.It's certainly puzzling. Are there any interesting log messages? In case the buttons can't set up, they complain into the log.Question. How easy is it to edit these things on your own? I'm trying to add that docking cam that's MIA, and the temp/press/grav/accel thing I proposed, just to see if I can learn this stuff. Any ideas?Well, there's the 50-page manual linked to in the OP and a constantly updated wiki tracking the development progress... It might not exactly be easy, but it's all laid out in excruciating detail. Link to comment Share on other sites More sharing options...
HoneyFox Posted February 12, 2014 Share Posted February 12, 2014 There is no builtin hard limit of any kind. It is not impossible that there's some kind of hard limit on the number of components in IVA spaces imposed by KSP itself, but I've yet to find it.It's certainly puzzling. Are there any interesting log messages? In case the buttons can't set up, they complain into the log.I took a look at the console when I found this issue, but there's no complaint at all, Only thing I see is something said that I'm setting null as target (because I clicked these buttons so fast that they are interpreted as double-click and thus displaying "No Target", but i think it's unrelated). Link to comment Share on other sites More sharing options...
Tassyr Posted February 12, 2014 Share Posted February 12, 2014 (edited) For simple information display, I think it's simple, just edit the .cfg to create a page for that. For complicated things like interactive menus, graphic interfaces, you might need to write a plugin for it.All I plan to do is make a page called SCI with four values. Think that'd take a plugin? O.oAdditionally- anyone know what I have to add to docking ports to make the docking cam work? That thing is kinda useful c.c Edited February 12, 2014 by Tassyr Link to comment Share on other sites More sharing options...
Commissar Posted February 12, 2014 Share Posted February 12, 2014 I'm not sure if that is really the problem, but my best guess is that you're using ModuleManager version 1.3, seeing as how that was the last version that came in a file named without a version number. (Later versions are made to survive multiple copies scattered across GameData -- they vote and only the highest numbered remains running.) RPM's patches require syntax additions introduced in version 1.5.6 to work -- please use the DLL provided in the package and get rid of the old one.umm... i don't think so... i haven't had KSP that long, and I generally keep all my mods up to date....but i'll update to the latest anyways. Link to comment Share on other sites More sharing options...
Mihara Posted February 12, 2014 Author Share Posted February 12, 2014 I took a look at the console when I found this issue, but there's no complaint at all, Only thing I see is something said that I'm setting null as target (because I clicked these buttons so fast that they are interpreted as double-click and thus displaying "No Target", but i think it's unrelated).The TargetHelper module's job is to maintain your target if it's lost by doubleclick, but there's no practical way I found of suppressing the "No Target" message, so yeah, it's unrelated.There would not exactly be a complaint per se, though. Buttons in this case are components (more specifically, MonoBehaviours) attached to specific transforms. When you click a transform, it's components fire, and a button's function attached to a mouse click would be called. If, for whatever reason, the component does not get attached, there would only be a brief error message during the initialisation of the whole mess and then complete silence, because RPM can't from then on tell if anything is wrong. Since RPM does print quite a few messages on startup, it's likely that you'd miss it in a console window, you need to read the log itself. Link to comment Share on other sites More sharing options...
Mihara Posted February 12, 2014 Author Share Posted February 12, 2014 umm... i don't think so... i haven't had KSP that long, and I generally keep all my mods up to date....but i'll update to the latest anyways.Your log clearly shows you have a "GameData/ModuleManager.dll". The last version so named was 1.3, you need 1.5.6. It is originally named "GameData/ModuleManager_1_5_6.dll", however, and that is what comes in the RPM package since a few versions back.There might be something else at play, but that has a high chance of being the root of your problem. Link to comment Share on other sites More sharing options...
sosoxia Posted February 12, 2014 Share Posted February 12, 2014 When I use JSISteerableCamera and shownosignal=yes not working , i cant see no signal image ? Link to comment Share on other sites More sharing options...
Commissar Posted February 12, 2014 Share Posted February 12, 2014 (edited) umm... i don't think so... i haven't had KSP that long, and I generally keep all my mods up to date....but i'll update to the latest anyways.i dunno... it might have worked... i haven't tried a three-crew IVA yet, but i think the b9 might have changed. no change in the cupola, but idk if that has a new IVA.EDIT: after looking at the b9 IVAs in the thread, it appears that they are unchanged... Edited February 12, 2014 by Commissar Link to comment Share on other sites More sharing options...
Commissar Posted February 12, 2014 Share Posted February 12, 2014 it may have partially worked... i dunno...new output log: https://www.dropbox.com/s/nx5t6w3yodbfnbk/output_log.txt Link to comment Share on other sites More sharing options...
DasBananenbrot Posted February 12, 2014 Share Posted February 12, 2014 it may have partially worked... i dunno...~snip~new output log: https://www.dropbox.com/s/nx5t6w3yodbfnbk/output_log.txtThat is the stock interior Just do as Mihara saidYour log clearly shows you have a "GameData/ModuleManager.dll". The last version so named was 1.3, you need 1.5.6. It is originally named "GameData/ModuleManager_1_5_6.dll", however, and that is what comes in the RPM package since a few versions back.There might be something else at play, but that has a high chance of being the root of your problem.and better completely reinstall RPM just to be sure Link to comment Share on other sites More sharing options...
Pilot996 Posted February 12, 2014 Share Posted February 12, 2014 While trying to build my ship. I couldn't find the cameras in the parts menu. Any help? Link to comment Share on other sites More sharing options...
Commissar Posted February 12, 2014 Share Posted February 12, 2014 That is the stock interior Just do as Mihara saidand better completely reinstall RPM just to be sureyeah... i upgraded to the lastest MM, 1.5.6.... i'll reinstall RPM next Link to comment Share on other sites More sharing options...
Commissar Posted February 13, 2014 Share Posted February 13, 2014 yeah... i upgraded to the lastest MM, 1.5.6.... i'll reinstall RPM nextnope. still won't work. Link to comment Share on other sites More sharing options...
Pilot996 Posted February 13, 2014 Share Posted February 13, 2014 Is there a way to get the cameras to appear in the parts menu? They are not in there. Link to comment Share on other sites More sharing options...
HoneyFox Posted February 13, 2014 Share Posted February 13, 2014 The TargetHelper module's job is to maintain your target if it's lost by doubleclick, but there's no practical way I found of suppressing the "No Target" message, so yeah, it's unrelated.There would not exactly be a complaint per se, though. Buttons in this case are components (more specifically, MonoBehaviours) attached to specific transforms. When you click a transform, it's components fire, and a button's function attached to a mouse click would be called. If, for whatever reason, the component does not get attached, there would only be a brief error message during the initialisation of the whole mess and then complete silence, because RPM can't from then on tell if anything is wrong. Since RPM does print quite a few messages on startup, it's likely that you'd miss it in a console window, you need to read the log itself.Good point. I will check the complete log file later.And I did a test yesterday and after I removed the ProbeControlRoom plugin, everything just works fine again... Link to comment Share on other sites More sharing options...
Recommended Posts